DRM vs. Unfinished Games
Rod Cousens is the CEO of Codemasters, and he recently spoke with CVG about how he thinks DRM is the wrong way to fight piracy. Instead, he suggests that the games industry increase its reliance on downloadable content and microtransactions. Quoting:
"The video games industry has to learn to operate in a different way. My answer is for us as publishers to actually sell unfinished games — and to offer the consumer multiple micro-payments to buy elements of the full experience. That would create an offering that is affordable at retail — but over a period of time may also generate more revenue for the publishers to reinvest in our games. If these games are pirated, those who get their hands on them won't be able to complete the experience. There will be technology, coding aspects, that will come to bear that will unlock some aspects. Some people will want them and some won't. When it comes to piracy, I think you have to make the experience the answer to the issue — rather than respond the other way round and risk damaging that experience for the user."
That was how the shareware market did it, back in the day. I know Doom was fairly successful that way, though I don't think a lot of other games really succeeded that way.
Maybe I'm naieve or not understanding, but what will stop the pirates from unlocking/breaking/pirating the downloadable content? Aren't you just moving DRM from the front end to the back end?
I have several funny and interesting posts in this matter
Please insert coin to see the first of them.
No no no no no no no. Microtransactions are NOT the way to go.
There really isn't any solid, fool-proof way to fight piracy. Most DRM schemes make things bad for paying customers, while pirates just play cracked copies that have less problems than the legit versions.
That being said, a $10 drop across the board for new console games would go a long way. $60 is WAY too much for a console game. Sadly, the Humble Indie Bundle proved that on the PC, there isn't much you can do to fight it...offering non-DRM games for a single cent don't even necessarily work.
Standard "only my opinion, no guarantees to work, etc." apply.
Living With a Nerd
Right? Not $60 for an unfinished game, then two or three extra $10 for addons?
And okay, so long as the company is up-front about it and prices the add-on content fairly in relation to the additional amount of playtime which it adds and works it in in a way which doesn't disturb the gameplay experience:
http://www.penny-arcade.com/comic/2009/11/6/
William
Sphinx of black quartz, judge my vow.
Companies are considering officially releasing *worse* and *less finished* products?? They call them MMOGs, bub.
I've always hated that, whether through DLC or episodes or... well I put up with DOW and Civ4 releasing expansions but...
Please, god, will someone release a finished game? When's the last time that happened?
8-PP
Yep, totally worked for Dragon Age, for example. You can't get the DLC if you have a pirated copy of the game, so you definitely can't download giant bundles of all the DLC that can be decrypted and plugged into the game. Said DLC isn't up on torrent sites 2 days after the release.
If you're going to release DLC with micro-payments, don't "punish" pirates by forcing them to also not pay for your DLC.
Only way to really combat piracy is to have an online element that only works with a valid CD key. That won't stop piracy, though; it'll just make it less useful.
Why is it that none of these solutions involve making a product that people are happy/willing to pay for to begin with?
It's always about crippling something then fixing it later.
Folks have been telling you this for years, but many of you still don't seem to get it, so I'm going to repeat it yet again. People who don't want to pay to play your games are never going to pay to play your games. Either they'll find a way to play it for free, or they'll go find something else to spend their time on.
The average age of the gamer has been continuously increasing, and a bunch of us who grew up playing games are adults now and still playing. We're out of school, we work for a living, we have some disposable income, and we're willing to spend a portion of it on games. There are more people able, willing, and interested in spending money on video games than ever before. Worry about us more than you worry about the people who aren't interested in paying for your product. You'll never make any money off of them.
Now if the industry has grown itself too fast, or you've let development costs get too high, or whatever you've done to make your businesses unprofitable...well that's your problem, not mine. Blaming it on people who don't want to pay for your product will not get you any sympathy or extra profits. Sorry.
One time I threw a brick at a duck.
When I buy a game, I buy the game. I don't buy a license to play the game. I don't buy a piece of the game. I buy the game. This is why I avoid all games that involve microtransactions, limited activations, etc. There is a reason I chose to save my money to purchase my first game console 20 years ago, rather than drop quarters into machines at the arcade down the street. It's also why arcades are dead, despite the video game industry ballooning into what it is today.
Gamer: This game is crappy.
Game maker: Just give us five more bucks, and it won't be so crappy.
Gamer: That's a little better, but it's still pretty crappy.
Game maker: Oh! We fixed that. Five more dollars, please?
Gamer: WTF?!?!? There's DRM on this download.
Game maker: Oh yeah. Pirates figured out how to pirate our DLC. Sorry about that. Five more buck and all the female NPCs will be topless.
Gamer: Sweet! Keep the change!
This is simply "Demo that costs money, and still has other DRM". When you buy a game, you're buying a demo in which you have to buy the real game after. And in order to tie the download content to the demo you just bought, you need an authentication system. Likely online activation.
The only thing Rod is saying is that game companies should double-dip to ease the DRM impression.
How about I buy a game. I install to my home computer, and to my laptop. I have an experience I can complete, and don't have to connect to some server to verify so if I bring my laptop somewhere, lets say to New York City for an extended business trip where the Hotel internet is intermittent at best and my air card won't work because I sandwiched between two high rise buildings, I can still play a game that I bought.
Ok, maybe my circumstances are a bit extraordinary, but I want what I pay for.
It was refreshing to actually buy a game recently (Dragon Age: Origins) and have a complete game to play without having to worry about authenticating to outside servers. I also appreciate that there are expansions that are optional, but there is no wall I will hit leaving me unsatisfied with the original game.
I do play EVE-Online also, and I don't mind the subscription, but I don't just play MMORPG's. There are just certain games that I want that I feel I can put back on the shelf someday with the satisfaction of completing it, and also the option to play the game no matter what my circumstances are. Am I asking too much for my $50?
I guess as an 80's generation gamer, I have different expectations. I still like going to the store (gasp!) to buy games. Hell, if there were still arcades around me, I might even go and drop a few dollars there.
This is not about getting rid or DRM, this is about the games industry figuring out how they can get more money by double-dipping. We all know that the price of games won't drop even though you now also need to pay residuals to get the full functionality.
Blizzard already trail-blazed that model with WOW and demonstrated that many people are stupid enough to pay full price up-front for a game that also requires monthly subscriptions.
Assuming the game is not fundamentally tied to playing on-line, such as an MMORPG, whats to stop pirates just extracting and distributing the extra downloadable content too (after they've got it once)?.
As a member of the gaming community, I have come across a large number of discussions concerning DLC, and the vast majority of gamers I've seen online have been very vocal against this idea. The community as a whole doesn't care what the price of the game is--in this case, a game that would normally retail for $60 could be sold for $30 with DLC making up the other $30--they simply will not support a game that feels unfinished.
Ultimately, the gaming community feels (unrealistically) that video game publishers are trying to milk them for all the money they are worth and that DLC that feels like it should have been included on the disc (or that was included on the disc and then unlocked via purchase) is one of the greatest sins conceivable.
Personally, I think that the gaming community is largely built of alarmists and that these changes wouldn't seriously hamper gaming at all (especially if the retail price was lowered), but the community as a whole simply will not stand for this, and any attempts to roll this out in the near future will fail.
Sell us an ENGINE with one storyline/episode, in FULL.
put out new storylines/episodes as time goes by, and sell those to us, as DLCs.
do not sell us half finished, half assed games to rip off money like base swindlers.
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My answer is for us as publishers to actually sell unfinished games
I'm pretty sure that's what most of them are doing now. Things certainly are nothing like they were in the 8-, 16-, and even 32-bit days; back then, it was a little hard to find a truly shitty game and even the mediocre games were worth at least one play-through. Nowadays, they are so focused on fighting these different wars ("piracy", second-hand market, etc.), making games look good, and turning an easy profit that I actually think they forgot what goes into making a good game. There are still some truly great games here and there, but overall the bar has been lowered.
Personally, I don't think people really started pirating until after getting burned too many times by greedy publishers looking to milk their cash cows. So, instead of being smart and going back to making games that are actually worth paying money for, they waste all this money on stupid shit. As a result, people are a lot more careful with their money when considering purchasing a game and a lot of them don't see a problem with trying before buying, even if it is technically illegal, because they no longer have good reason to trust these publishers..
Long story short... MAKE BETTER GAMES!